Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

New poll coming soon, I think...

Option 1
- 0 (0%)
Option 2
- 0 (0%)

Total Members Voted: 0

Voting closed: April 27, 2011, 09:55:14 pm


Pages: 1 ... 5 6 [7]

Author Topic: Defunct Thread, Please Lock  (Read 8688 times)

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.11a
« Reply #90 on: April 28, 2011, 10:29:52 pm »

Blue team is go!  8)

Still installing, but I love the new job names for the Bog Trolls.  Reminds me of Warhammer Orcs.  All they'd really be missing is Dakka.

Are Nephilim supposed to leave a swath of dead grass behind them? This is what [GRASSTRAMPLE:0] does.  If that's intentional, awesome.  If not, remove tag.  Also, they're angelic.  Should they really have the [NATURAL] tag?  The same goes for the... uh... spoiler race you mentioned but didn't describe in the first post.  [NATURAL] means it's like a cat or a dog or a lion... 100% normal and expected for daily life.  If beings of light and shadow are that.... well I suppose there would need to be quite a few more creatures with [NATURAL] eh?

I changed that spoiler race to have [HOMEOTHERM:10001].  They don't have normal skin temperature... they're 1 degree above freezing.  That's not a bug that's a thing I'm trying out.  They survive worldgen fine but I've yet to see what happens when one comes into contact with fire or water.  I think it's a cool trick.

Is this really what [GRASSTRAMPLE:0] is doing?  I used the stock raws as a template, so I was assuming that unicorns (default 0) would not trample grass and dragons (default 50) would.  The way the raws are written, it seems like it ought to be a percent chance of killing grass when it enters a tile.

If this is really working the way you described, however, that's not what was intended.  But if Toady is writing his raws the same way, I'm hesitant to change anything until I know whether it's the raws or the token itself that's going to be fixed.

The [NATURAL] tokens were intended to keep them out of engravings in early versions (before I had even given them entity files).  I'll get rid of them, but they shouldn't really be doing anything tangible.



As for that last bit...

They come into contact with fire or water just like anything else by default.  However, if they end up in magma and they're carrying any voidshard items.... you'll want to clear out in a hurry.

Of course, I still don't have any conclusive proof that voidshard items are even working at this point.  I mean, the raws look fine, I just haven't been able to test them firsthand in fortress mode.
« Last Edit: April 28, 2011, 10:39:48 pm by narhiril »
Logged

Jeoshua

  • Bay Watcher
  • God help me, I think I may be addicted to modding.
    • View Profile
Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.11a
« Reply #91 on: April 29, 2011, 01:44:06 am »

I know, it's strange but the fact is [GRASSTRAMPLE:0] does not seem to work as one would expect it to.  However, not having the tag is as good since only creatures with GRASSTRAMPLE trample grass.
Logged
I like fortresses because they are still underground.

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.11a
« Reply #92 on: April 29, 2011, 09:14:42 am »

I know, it's strange but the fact is [GRASSTRAMPLE:0] does not seem to work as one would expect it to.  However, not having the tag is as good since only creatures with GRASSTRAMPLE trample grass.

I'll scrap it then.  My busy weeks are almost over.  One more week of finals and then I can crank out some new ideas.

---

Some headway into the next development...  (v0.12)

The first "tech tree" workshop is going to use a new metal.  Orichalcum is a very rare metal without a consistent hiding spot.  Most if not all maps will have some deposits, but their distribution is truly random.  Should you get lucky enough to strike one, you will find a metal with some... unique properties.  While a decent weapon material (comparable to bronze), orichalcum's true value comes from its shape memory.  Orichalcum, when heated, will return to the original shape in which it was cast (with a staggering amount of force).  This property can be exploited to create advanced mechanisms at an alchemy lab, which can then be used to create a new Advanced Mechanics Workshop.  Once built, the workshop can use these mechanisms to create more advanced mechanisms (to allow for more workshops).

In this way, striking orichalcum and producing the first advanced mechanism "unlocks" the Advanced Mechanics Workshop.  Advanced mechanisms can be used to create more workshops or pocket watches, a new trade good that may see some other uses down the line.  I have some plans for more uses for these advanced mechanisms, but I am not ready to reveal them just yet.

Also, I am breaking my vow of "no back-adjusting" for a single change that I think is beneficial.  The "salvage clockwork pendant" reaction isn't particularly useful at the moment.  I will be changing it to give one mechanism and one to three advanced mechanisms.  This way, if you fail to strike orichalcum, you can also advance and "unlock" the Advanced Mechanics Workshop by killing a damascus sentinel and salvaging its drop at an alchemy lab.
« Last Edit: April 29, 2011, 09:56:12 am by narhiril »
Logged

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.11a
« Reply #93 on: May 01, 2011, 03:36:09 am »

Just uploaded a v0.11b.  This version fixes a few minor quirks, the most notable of which are the name of the "Magma Powered Alchemy Lab" and the alchemy lab's appearance being bugged, and therefore showing up as a big black 3x3 blotch.

You can safely copy and paste the new raws over the ones for v0.11a in both your raw and save folders.  You shouldn't need to generate a new world (from a v0.11a save) for all of the meaningful changes to take effect.

Updating the main post now.  Also, if anyone knows how to fix my poll, I would really appreciate it.

Starmantis

  • Bay Watcher
    • View Profile
Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.11b
« Reply #94 on: May 02, 2011, 08:46:38 am »

Hey I think it would be cool if the nephilim had more castes, as Nephilim are said to be the offspring of humans and angels, I think you should add angel castes that occasionaly rise within there civilization such as cherubim and seraphim, and give these angels the tag that makes them take mates of other species and transform them.
Logged

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.11b
« Reply #95 on: May 02, 2011, 09:45:27 am »

Hey I think it would be cool if the nephilim had more castes, as Nephilim are said to be the offspring of humans and angels, I think you should add angel castes that occasionaly rise within there civilization such as cherubim and seraphim, and give these angels the tag that makes them take mates of other species and transform them.

I am hesitant to modify the stock raws more than I already have.  Also, I haven't ever really played with the CONVERTED_SPOUSE token, so I'd need to figure out how that works before attempting to do something along those lines.

I have been considering some ideas for the seraphim and cherubim, though.  If anything develops from that, I'll be sure to make it public.

Ult1mara

  • Bay Watcher
    • View Profile
    • Ult1mara's Let's Plays and reviews
Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.11b
« Reply #96 on: May 03, 2011, 05:58:48 pm »

Just typing up my Initial review of this mod. The review will be changed, adapted or added to later on. If u want to check it out u can ^_^

And keep up the good work dude tis a fun concept for this mod. And very enjoyable :P
Logged
The local scottish drunken dwarf
Dwarf Fortress Mod Reviews
http://www.bay12forums.com/smf/index.php?topic=84405.0

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.11b
« Reply #97 on: May 03, 2011, 08:24:44 pm »

Just typing up my Initial review of this mod. The review will be changed, adapted or added to later on. If u want to check it out u can ^_^

And keep up the good work dude tis a fun concept for this mod. And very enjoyable :P

Much appreciated :)

I finally got a chance to sit down and just play for a few hours today.  My testing fortress of Frozenportals is a 3x3 embark on the shore of an ocean that is frozen solid for about 3/4 of the year.  It was a challenge to get the desalinization system running before the booze ran out, but things are going nicely now.  I breached the aquifer and have a pretty well established fortress going.  The attacks are starting to ramp up, though.  I recently got hit by a bog troll, nephilim, and lizardman ambush all at the same time, which my military somehow managed to hold off with only two casualties (one of which was my expert macedwarf centurion, Armok rest his soul).  We've struck magnetite, coal, and lots of marble, so the steel industry is pumping, though there's no vanadium yet for damascus steel (though dfprospector says there's a lot on the map somewhere).  My first alchemist got the lethal version of radiation sickness, but his successor managed to produce a batch of ethereal spheres, which I have melted into two ether bars for strange moods.

I haven't gotten a mood weapon yet, but a moody leatherworker managed to produce an article of meowkin clothing.  I now have an artifact wolf leather adorable french maid dress.  Naturally, that's going to the captain of the guard.

Most shockingly (for me, anyway), I haven't run into any bugs yet.  The mod has been subtle compared to the complete overhauls to dwarven castes of other mods, but the elements that it has added seem to mesh very well with the vanilla elements of Dwarf Fortress.  That being said, as pleased as I am with the mod so far, there is a ton of room for new ideas. 

Ult1mara

  • Bay Watcher
    • View Profile
    • Ult1mara's Let's Plays and reviews
Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.11b
« Reply #98 on: May 03, 2011, 08:35:15 pm »

There is always room for new ideas ^_^ And the mod is really well done, no bugs found from me so far. I love the idea behind this mod so far.

Thanks for making it and keeping it as up to date as possible ^_^
Logged
The local scottish drunken dwarf
Dwarf Fortress Mod Reviews
http://www.bay12forums.com/smf/index.php?topic=84405.0

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.11b
« Reply #99 on: May 04, 2011, 12:47:20 am »

I'm hard at work on the next update, but it will likely need to wait a week or two because I'm not done with finals yet.  Rest assured, there is much more to come.


In other news, back in my test fortress, I traded a veritable ton of clothing taken from killed invaders for a damascus steel glaive from the Dwarven caravan.  I gave it to my proficient speardwarf, who subsequently decided to lob the head off of a rhesus macque and send it flying eight squares, leaving a stream of blood behind it.  Beautiful.

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: =*=*= Legends of Forgotten Realms (NOT a D&D mod) =*=*= v0.11b
« Reply #100 on: May 06, 2011, 03:30:21 am »

Just realized I accidentally spoiler'd the download links while adding a new screenshot.  Oops lol.  It's fixed now.

EDIT: Since the poll is borked and I haven't been able to get it fixed, I'm commuting this thread to a new one.  I am also changing the name of the mod to "Legends of Forlorn Realms," to keep the acronym but to avoid any confusion over the name.  Please do not post in this thread any longer - a new one will be along shortly.
« Last Edit: May 08, 2011, 12:53:36 am by narhiril »
Logged
Pages: 1 ... 5 6 [7]